nv40: fix typo in one of the previous commits
[mesa.git] / src / gallium / auxiliary / draw / draw_vs_exec.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34 #include "pipe/p_util.h"
35 #include "pipe/p_shader_tokens.h"
36
37 #include "draw_private.h"
38 #include "draw_context.h"
39 #include "draw_vs.h"
40
41 #include "tgsi/util/tgsi_parse.h"
42
43
44 struct exec_vertex_shader {
45 struct draw_vertex_shader base;
46 struct tgsi_exec_machine *machine;
47 };
48
49 static struct exec_vertex_shader *exec_vertex_shader( struct draw_vertex_shader *vs )
50 {
51 return (struct exec_vertex_shader *)vs;
52 }
53
54
55 /* Not required for run_linear.
56 */
57 static void
58 vs_exec_prepare( struct draw_vertex_shader *shader,
59 struct draw_context *draw )
60 {
61 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
62
63 /* specify the vertex program to interpret/execute */
64 tgsi_exec_machine_bind_shader(evs->machine,
65 shader->state.tokens,
66 PIPE_MAX_SAMPLERS,
67 NULL /*samplers*/ );
68
69 }
70
71
72
73
74 /* Simplified vertex shader interface for the pt paths. Given the
75 * complexity of code-generating all the above operations together,
76 * it's time to try doing all the other stuff separately.
77 */
78 static void
79 vs_exec_run_linear( struct draw_vertex_shader *shader,
80 const float (*input)[4],
81 float (*output)[4],
82 const float (*constants)[4],
83 unsigned count,
84 unsigned input_stride,
85 unsigned output_stride )
86 {
87 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
88 struct tgsi_exec_machine *machine = evs->machine;
89 unsigned int i, j;
90 unsigned slot;
91
92 machine->Consts = constants;
93
94 for (i = 0; i < count; i += MAX_TGSI_VERTICES) {
95 unsigned int max_vertices = MIN2(MAX_TGSI_VERTICES, count - i);
96
97 /* Swizzle inputs.
98 */
99 for (j = 0; j < max_vertices; j++) {
100 #if 0
101 debug_printf("%d) Input vert:\n", i + j);
102 for (slot = 0; slot < shader->info.num_inputs; slot++) {
103 debug_printf("\t%d: %f %f %f %f\n", slot,
104 input[slot][0],
105 input[slot][1],
106 input[slot][2],
107 input[slot][3]);
108 }
109 #endif
110
111 for (slot = 0; slot < shader->info.num_inputs; slot++) {
112 machine->Inputs[slot].xyzw[0].f[j] = input[slot][0];
113 machine->Inputs[slot].xyzw[1].f[j] = input[slot][1];
114 machine->Inputs[slot].xyzw[2].f[j] = input[slot][2];
115 machine->Inputs[slot].xyzw[3].f[j] = input[slot][3];
116 }
117
118 input = (const float (*)[4])((const char *)input + input_stride);
119 }
120
121 /* run interpreter */
122 tgsi_exec_machine_run( machine );
123
124 /* Unswizzle all output results.
125 */
126 for (j = 0; j < max_vertices; j++) {
127 for (slot = 0; slot < shader->info.num_outputs; slot++) {
128 output[slot][0] = machine->Outputs[slot].xyzw[0].f[j];
129 output[slot][1] = machine->Outputs[slot].xyzw[1].f[j];
130 output[slot][2] = machine->Outputs[slot].xyzw[2].f[j];
131 output[slot][3] = machine->Outputs[slot].xyzw[3].f[j];
132
133 }
134
135 #if 0
136 debug_printf("%d) Post xform vert:\n", i + j);
137 for (slot = 0; slot < shader->info.num_outputs; slot++) {
138 debug_printf("\t%d: %f %f %f %f\n", slot,
139 output[slot][0],
140 output[slot][1],
141 output[slot][2],
142 output[slot][3]);
143 }
144 #endif
145
146 output = (float (*)[4])((char *)output + output_stride);
147 }
148
149 }
150 }
151
152
153
154
155 static void
156 vs_exec_delete( struct draw_vertex_shader *dvs )
157 {
158 FREE((void*) dvs->state.tokens);
159 FREE( dvs );
160 }
161
162
163 struct draw_vertex_shader *
164 draw_create_vs_exec(struct draw_context *draw,
165 const struct pipe_shader_state *state)
166 {
167 struct exec_vertex_shader *vs = CALLOC_STRUCT( exec_vertex_shader );
168 uint nt = tgsi_num_tokens(state->tokens);
169
170 if (vs == NULL)
171 return NULL;
172
173 /* we make a private copy of the tokens */
174 vs->base.state.tokens = mem_dup(state->tokens, nt * sizeof(state->tokens[0]));
175 tgsi_scan_shader(state->tokens, &vs->base.info);
176
177
178 vs->base.prepare = vs_exec_prepare;
179 vs->base.run_linear = vs_exec_run_linear;
180 vs->base.delete = vs_exec_delete;
181 vs->machine = &draw->machine;
182
183
184 return &vs->base;
185 }